The Monk: DnD 5e Class Guide (Updated May 2024)
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The three cutthroats stalked slowly down the dead end alley, cold steel gleaming in their hands. Alone and outnumbered, Brother Maynard closed his eyes and dropped into the Black Lotus stance. The first thug had barely drawn his knife when Brother Maynard struck, his body a blur of movement, a fist shattering a jawbone, a foot snapping ribs like dried kindling, the edge of a palm crushing a windpipe. In the span of only a few heartbeats it was over. Brother Maynard breathed out and slowly opened his eyes, an oasis of calm amid the carnage.
Table of Contents
- What is a Monk in DnD 5e?
- What is a Monk’s primary ability score?
- What is a Monk’s hit die and hit points?
- What are Monks proficient in?
- What equipment do Monks start with?
- What unique features do Monks have?
- What are the Monk subclasses?
- What species are best for Monks?
- How do you roleplay a Monk?
- What DnD 5e sourcebooks do Monks appear in?
What is a Monk in DnD 5e?
Masters of martial arts and dedicated to finding spiritual enlightenment, Monks are one of the more unusual DnD 5e classes. Unlike other holy magic users such as Clerics and Druids who call on the power of their gods and nature, Monks harness a spiritual energy known as “Ki” which allows them to perform superhuman feats. In combat, this allows them to carry out multiple strikes in rapid succession, deal more damage and move with incredible speed.
In the history of DnD monks are often viewed in a stereotypical lens as kung fu masters steeped in ancient Asian wisdom. In recent years, however, that limited view has expanded and monk builds now encompass a wide variety of species, backgrounds and builds.
Below is the Monk class table, detailing their proficiency bonuses, Ki points and other features.
The Monk Class Table | |||||
---|---|---|---|---|---|
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
1st | +2 | 1d4 | – | – | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement |
3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles |
4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall |
5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike |
6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature |
7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement |
10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body |
11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition feature |
12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul |
15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body |
16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
17th | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition feature |
18th | +6 | 1d10 | 18 | +30 ft. | Empty Body |
19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self |
What is a Monk’s Primary Ability Score?
Dexterity is the primary ability score for a Monk. Having a high Dexterity score allows you to deal more damage. This is because the Monk’s “Martial Arts” ability (see Unique Features below) use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Wisdom is also vital as to a Monk as it affects your ability to use Ki features. Additionally, Wisdom is important in your “Unarmored Defense” feature which provides an Armor Class equal to 10 plus both your Dexterity modifier and Wisdom modifier. For this reason, your second highest ability score should be Wisdom.
It’s worth noting you must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass as a Monk.
What is a Monk’s Hit Die and Hit Points?
Monks have 1D8 hit dice per level. This means that at 1st Level, a Monk’s hit points are 8 + your Constitution modifier. Each subsequent level grants an additional 1D8 (or an average of 5) hit points, plus your Constitution modifier.
This makes Monks moderately resilient and in the same Hit Dice ranking as the Artificer, Bard, Cleric, Druid, Rogue and Warlock (all of whom also have 1D8 Hit Dice). As a combatant, however, the Monk is not nearly as hardy as the Fighter, Paladin or Ranger (all of whom have 1D10 Hit Dice).
If you’re looking to build a more robust Monk, you may want to consider going with a higher Constitution score, so you can withstand damage (something that’s particularly important at early levels).
What are Monks Proficient In?
Monks have a unique set of skills that reflect their nature as martial artists and seekers of spiritual enlightenment.
- Armor: None
- Weapons: Simple weapons and shortswords
- Tools: Choose one type of artisan’s tools or one musical instrument
- Saving Throws: Strength and Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion and Stealth
What Equipment Do Monks Start With?
As a Level 1 Monk, you begin your adventures with the following equipment, in addition to any equipment provided by your background:
- A shortsword or any simple weapon
- A dungeoneer’s pack or an explorer’s pack
- 10 darts
What Unique Features Do Monks Have?
As a Monk, you’re able to access a number of unique Features that reflect your skill in unarmed combat and ability to generate and use Ki energy.
- Unarmored Defense: At 1st level your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. (NOTE: This applies only if you are not wearing armor and do not have a shield)
- Martial Arts: At 1st level, you gain the following benefits (NOTE: You must must be either unarmed or wielding only monk weapons, as well as not wearing any armor or using a shield).
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk Class table above.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
- Ki: At 2nd level, you are able to use Ki points to channel various effects (the number of points you have is shown in the Ki Points column of the Monk Class table above). When you spend a Ki point, it is unavailable until you finish a short or long rest. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC for your Ki attacks is 8 + your proficiency bonus + your Wisdom modifier. You will gain additional Ki powers as you advance in level (and depending on your subclass) but start with the following three options:
- Flurry of Blows: After you Attack on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Unarmored Movement: At 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
- Deflect Missiles: At 3rd level, you can use your reaction to deflect or catch a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, you can catch the missile (if it is small enough for you to hold in one hand and you have at least one hand free). If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
- Slow Fall: At 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
- Extra Attack: At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Stunning Strike: At 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Ki-Empowered Strikes: At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Evasion: At 7th level, when an effect requires you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Stillness of Mind: At 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
- Purity of Body: At 10th level, you are immune to disease and poison.
- Tongue of the Sun and Moon: At 13th level, you understand all spoken languages. Additionally, any creature that can understand a language can understand what you say.
- Diamond Soul: At 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
- Timeless Body: At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
- Empty Body: At 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
- Perfect Self: At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
What are the Monk Subclasses?
Currently, there are 10 official DnD 5e monk subclasses, each of which follows a “Way” (also known as a Monastic Tradition) that provides both a combat style and an overarching spiritual practice. You choose your “Way” subclass at Level 3.
- Way of the Ascendant Dragon: You channel the power of dragons, using their mythical essence to enhance your martial arts prowess. This subclass grants you abilities to breathe elemental energy, manipulate the battlefield with draconic force and inspire awe or fear like a dragon.
- Way of the Astral Self: You summon an astral projection of yourself, enhancing your combat capabilities. This subclass allows you to extend your reach, deal extra damage and use your astral form to shield and strike at your enemies.
- Way of the Drunken Master: You incorporate unpredictable movements into your fighting style, mimicking a drunkard. This subclass provides you with superior evasion, sudden strikes and the ability to redirect attacks, making you a slippery target in combat.
- Way of the Four Elements: You harness the power of elemental forces, using them to cast spells and augment your martial arts. This subclass allows you to manipulate earth, air, fire and water to attack your foes, defend yourself and control the environment.
- Way of the Kensei: You master the use of weapons as an extension of your body, integrating them into your martial practice. This subclass enhances your proficiency with specific weapons, making them more effective and allowing you to use them in conjunction with other monk abilities.
- Way of the Long Death: You are fascinated with the meaning and mechanics of dying, using this knowledge to your advantage in battle. This subclass grants you the ability to siphon life force from those you kill to heal yourself and instill fear in your enemies.
- Way of Mercy: You balance between harm and healing, using your knowledge of anatomy to both cure and cause pain. This subclass provides you with abilities to heal and harm with your touch, choosing to restore health or drain it as you see fit.
- Way of the Open Hand: You focus on the pure techniques of martial arts, perfecting strikes that incapacitate your foes. This subclass gives you powerful techniques to knock enemies prone, push them away or deny them reactions, exemplifying the art of hand-to-hand combat.
- Way of the Shadow: You embrace the stealth and cunning of the shadow, using darkness to conceal your movements and strike unseen. This subclass allows you to teleport into shadows, become invisible in dim light and use the dark as a weapon against your enemies.
- Way of the Sun Soul: You channel your inner light into searing bolts of light, similar to the rays of the sun. This subclass allows you to hurl radiant energy from your hands, use it to create barriers or radiate light to damage and disrupt your foes.
NOTE: There is also an additional Monk subclass known as the Way of the Cobalt Soul which was created by Matt Mercer for use with third-party Critical Role content. Although it is available on D&D Beyond, it is considered unofficial by Wizards of the Coast and as such is not part of the base DnD 5e subclasses.
What DnD 5e Species are Best for Monks?
While any species can be a monk, in general choosing one that enhance your Dexterity or Wisdom scores are seen as the best option. This includes:
- Elf: With a +2 Dexterity and +1 Wisdom, Wood Elves make agile and perceptive Monks. Their Fleet of Foot trait further increases their movement speed.
- Human: With a +1 addition to all ability scores, Humans are versatile and make excellent Monks.
- Halfling: While they might not be the most obvious choice, this unique sub-species of Halfling offers a +2 Dexterity and +1 Wisdom, along with their ability to communicate telepathically, making them highly effective Monks and offer some fun roleplaying potential.
- Aarakocra: With natural flight and the ability to increase your Dexterity by +2 and your Wisdom by +1, these avian warriors offer a ton of potential as Monks and also differ from your typical view of the class.
How Do You Roleplay a Monk?
While Monks have traditionally been viewed in a rather narrow way by DnD 5e players, they’re really more than just your stereotypical kung fu master. In fact, there are a ton of potential builds and options for roleplaying. While you should always consider your character’s background and goals, here are a few ideas to get you started:
- Ascetic Wanderer: Removed from worldly attachments, you travel the lands in search of spiritual enlightenment. Your journey is marked by meditation and self-discipline, enhancing your martial prowess and wisdom. Your calm demeanor and insight often resolve conflicts without a fight.
- Mystic Guardian: Trained in a secluded monastery to protect an ancient secret or sacred relic, your skills are honed for both defense and introspection. You are not just a fighter but a keeper of profound mystical knowledge, often involving elements of the arcane or divine.
- Street Savant: Raised on the harsh streets, you turned to the discipline of martial arts as a means of survival and ascension. Combining spiritual teachings with the cunning required to navigate urban life, you’ve become a feared adversary in street fights.
- Shadow Disciple: Trained in a secretive sect that harnesses the darker aspects of monk discipline, you move through shadows and employ stealth as effectively as any rogue. Your missions often involve espionage, assassination or covert actions.
- Blind Seer: Blind from birth, you have developed extraordinary senses that guide your movements and attacks. Your blindness is a strength, not a weakness, allowing you to perceive truths that others miss and making your combat style both unpredictable and precise.
- Speaker of the Dead: With a unique ability to perceive and communicate with spirits, you’ve taken vows to help restless souls find peace. Your martial arts are infused with spectral energy, allowing you to manipulate ethereal and corporeal planes in battle.
- Scholar of the Lost Arts: You’ve dedicated your life to recovering and mastering forgotten martial arts styles from ancient texts and ruins. Each combat technique you employ could be centuries old and previously unseen by modern eyes, offering both historical insight and unexpected tactics.
- Monk of the Mirrored Path: Trained in a secretive dojo where reflection and duplication were core teachings, you can mimic an opponent’s fighting style after seeing it only once, turning their own techniques against them with uncanny precision.
- Festival Fighter: Raised in a culture where martial arts are performed during festive dances and ceremonies, your combat moves are both beautiful and deadly, often accompanied by traditional music or rhythmic drumming that you use to enhance your focus and agility.
What DnD 5e sourcebooks do Monks appear in?
While as a class Monks have been around since the 1st edition of DnD, they have changes considerably over the years. Below are the specific DnD 5e books which govern their rules:
- Player’s Handbook: Includes base Monk class, plus the Way of the Open Hand, Way of Shadow and Way of the Four Elements.
- Sword Coast Adventurer’s Guide: Way of Long Death and the Way of the Sun Soul.
- Xanathar’s Guide to Everything: Way of the Sun Soul (reprinted), the Way of the Drunken Master and the Way of the Kensei.
- Tasha’s Cauldron of Everything: Way of Mercy and Way of Astral Self.
- Fizban’s Treasury of Dragons: Way of the Ascendant Dragon.
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